For help with general CEGUI usage:- Questions about the usage of CEGUI and its features, if not explained in the documentation.- Problems with the CMAKE configuration or problems occuring during the build process/compilation.- Errors or unexpected behaviour.

Hi i am using Win32 Winapi with opengl to use the CEGUI, and i have stumbled upon an problem right now:I can use every letter key, number key and sign keys, but i cannot use my arrow keys or backspae and enter / return and delete keys...

i have made my own input class for the different keys and mouse buttons but they are literally just renamed from the standard VK_ keys.

i have made them in a typedef enum, and the reason i tell this is because i have heard so many complaints about not giving enough information, so i try my best i also use the injectChar and also for the key down and key up where i use my enum input variables (i am danish so i am not 100% fluent in english) I hope someone can help me with my dilemma, because i would really love to move on, i have had problems with my winapi <--> CEGUI implementation for quite a while now and this is all i need to fix now to get it up and running again,

Thank you very much for any help i can get.

Cheers,Standtall007.

Last edited by standtall007 on Wed Feb 07, 2018 19:25, edited 1 time in total.

I have done it like that, only with my own setup like VK_RETURN is the equivalents to my own NZ_ENTER just like that.If it's not what you meant, then i cannot see how i am supposed to use other input tables when i strictly use WINAPI for windows.

The way you phrased it it sounded like a general issue, like you can't set it up or you can't compile with it or whatever.

Did you set a breakpoint in the function and check if an enter or delete is actually injected as an enter or delete as expected?`Do you call the time update on both cegui system and renderer?Do you call injectKeyDown and injectKeyUp ?

Yeah sure, i have a header and source script for my 3d opengl scene, and i had originally made all keyboard input from the scene scripts, and when i tried to set the CEGUI's input methods inside of my main.cpp and even inside my wndProc() function, then it began to respond properly to the backspace button. I have had problems with my SDL2 connections inside of my WINAPI / Win32 application and i had to change everything that was SDL2 related, to use WINAPI's input handling, but at least it works now i hope this is enough clarification

i would like to point out the reason for using WINAPI instead of SDL2, and that is simply that i found that WINAPI works more fluently with my PC, whenever i use SDL2, then it lags a little even in an empty scene with no sprites or 3d models, hence the switch

Cheers.

EDIT: What i mean is that when i used my 3d scene to make the keybaord input connection(s) to CEGUI, then it wouldn't work properly, only with 0 - 9 of numbers.